What's with the change in lighting?

Discussion in 'Mapping Questions & Discussion' started by Trader, May 26, 2014.

  1. Trader

    Trader L1: Registered

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    I'm making 2 parts to my map, one of them has normal lighting around an area, and another has some extreme brightness issues. Not quite sure what's going on here. I need the bright area to look like the normal area in terms of lighting.

    Bright Area
    [​IMG]


    Normal Area
    [​IMG]

    The bright area is contained in a box of translucent white textures.

    Notice how there are some silhouettes of blocks in the background of the bright area? That's the skybox. Is it possible to get rid of the view of the skybox? I could fix this problem myself if I knew how to eliminate vision of the skybox zone.
     
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Those white textures, make sure they don't say "texlight" or "light" in it, because that means you have a texture light... which will give you that brightness.
     
  3. Trader

    Trader L1: Registered

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    They are custom made. Just pure white with a little bit of transparency.
    But now that I think about it, does this have anything to do with the VMT for the white texture being lightmappedgeneric?
     
    Last edited: May 26, 2014
  4. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    I don't think lightmappedgeneric has anything to do with it.

    You may just have a 100% reflective texture though, or the transparency is causing excess light to bleed in.
     
  5. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    Can't you just use some extreme fog in the "bright" area? It's possible to use multiple fog controllers.
    The 3D-skybox can be made nonvisible by simply using the 2D-skybox texture.
     
  6. Trader

    Trader L1: Registered

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    Any fix?

    And if not, any way to remove vision of the skybox zone when in a particular area? That would be best.
     
  7. Trader

    Trader L1: Registered

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    Oh let me try that then.
     
  8. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    You could use the block light texture and put that into the brush? Then you'd have to put your own lights in there.
     
  9. Trader

    Trader L1: Registered

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    I would still prefer to block out skybox, however surrounding the area with 2d skybox does not work. This map is pretty large and has 3d skyboxes everywhere. I'll try blocklight now that sounds like it will work.
     
  10. henke37

    aa henke37

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    Remember that even a single face with the normal skybox material in PVS will cause the 3d skybox to render. This irregardless if faces are 2dsky, 3d sky or even nodraw.
     
  11. Pocket

    aa Pocket func_croc

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    For what it's worth, the lighting in your "normal area" isn't bright enough for a Minecraft recreation. Just so you know.